I read in the rules that secondary skills could be sacrificed in order to have more primary skills so I went ahead and did so.

Skill Name:Bane Bane no MiSkill Type: Devil Fruit - ParameciaSkill Information: Consuming the Bane Bane no Mi transforms the consumer into a spring man capable for transforming parts of their body into powerful springs to augment their agility or offensive abilities through creative use of momentum.

Skill Strengths:- Grants the user almost unparalleled agility and jumping ability.- Creative use of springs in strategic locations on the body allows for devastating offense and defense simultaneously. - The stretching power of springs allows the user to engage targets from long range even while unarmed.

Skill Weaknesses:- Users are rendered helpless when submerged in water or exposed to seastone - Should an opponent be able to react to the insane speeds of the Bane Bane no Mi, the user can easily fall prey to massively damaging counterattacks. - As a Neutral Type fruit, the user possesses and offensive disadvantage against the Fire Element and a defensive disadvantage against the Darkness Element

Ability Lvl 1 Strengths:- Allows the user to briefly move faster than the eye of a normal person can see (+20 Speed)- Can be combined with offensive techniques to take full advantage of the power of momentum- Allows user to reach extreme heights and escape danger in the blink of an eye

Ability Lvl 1 Weaknesses:- The speed boost is limited to a singular, linear movement - Requires a solid structure to push off from at activation- Great danger of counterstrike damage should the opponent manage to use the user’s momentum against them (-20 Endurance)

Ability Lvl 1 Strengths:- Very hard hitting technique with an awkward tempo that makes it difficult to counter- Can extend to a maximum distance of 25 meters to strike opponents outside of normal melee range- Should the attack be evaded, it can immediately be followed up by grabbing onto a solid surface and pulling the user’s body into the opponent rather than allow the hand to retract

Ability Lvl 1 Weaknesses:- Ineffective against heavily armored targets (level 2 and up)- Leaving the user’s arm extended increases the risk of it being grabbed and countered or otherwise injured in come fashion- Difficult to implement as part of an extended combo

Ability Lvl 1 Name: Mattress Ability Lvl 1 Type: Defensive/Counter Close Range (0-5 meters)Ability Lvl 1 Cooldown: 4 PostsAbility Lvl 1 Description: By launching their pectoral and abdominal muscles forward on springs at the moment of impact, the user is able to fully absorb the kinetic force of the opponent’s attack and send it right back at them.

Ability Lvl 1 Strengths:- Combines offense and defense- Powerful counter technique combining the strength of the user’s springs with that of an opponent’s strike- No visible warning or tells prior to activation

Ability Lvl 1 Weaknesses:- Only effective against blunt force attacks- Only effective against single blows - User must be facing the attack head on in order to execute the technique

Ability Lvl 1 Name: Slinkie StormAbility Lvl 1 Type: Offensive Close/Medium Range (0-20 meters)Ability Lvl 1 Cooldown: 3 PostsAbility Lvl 1 Description: When cornered, the user creates springs on their wrists and forearms before launching a rapid fire series of punches against the opponent, the springs causing their fists to bounce back and forth between the wall and the opponent

Ability Lvl 1 Strengths:- Multiple strikes of increasing power as momentum continues to build with each rebound. - Attack can be continued without any stamina constraints assuming the opponent and wall remain stationary - Added benefit of surprise as it is launched when the user is seemingly cornered and helpless

Ability Lvl 1 Weaknesses:- Required a solid surface in order to be used- Can be stopped by simply backing off from the user- User must remain stationary

Ability Lvl 1 Weaknesses:- Increasing speed puts user in danger of damaging counter attacks (-5 Endurance each post charging) - Increasing speed can quickly make it difficult for the user to tell what is happening around them (-5 Reflex each post charging) - Requires surfaces to bounce off of

Ability Lvl 1 Name: Spring Break Ability Lvl 1 Type:Offensive Close/Medium Range (0-10 meters)Ability Lvl 1 Cooldown:4 PostsAbility Lvl 1 Description:Pulling both his arms into chamber, the user transforms their hands and forearms into super compressed springs using the Bane Bane no Mi before thrusting forward with both utilized an augmented version of the Shigan

Ability Lvl 1 Strengths:- The blow strikes with tremendous penetrative force akin to a drill, breaking through armor or equipment (level 1 only) - Attacking with both arms at once makes the technique extremely difficult to block outright - Using the Bane Bane no Mi, the technique is equally effective at close or medium ranges

Ability Lvl 1 Weaknesses:- Using the technique places a great deal of stress on the user’s arms (-5 Endurance for 1 post)- User must remain stationary to utilize the technique - The obvious transformation of the user’s forearms serve as a potential warning to experienced and observant opponents

Ability Lvl 1 Name: Spring FlingAbility Lvl 1 Type:Status/Offensive Close/Medium Range (0-10 meters)Ability Lvl 1 Cooldown:3 Posts Ability Lvl 1 Description:While playing dead, the user secretly transforms their heart, pectoral and lungs into super compressed springs to temporarily mask signs of breathing or a pulse until the opponent drops their guard, at which point the left pectoral is cartoonishly launched from the user’s chest with great force into the opponent’s face. Combined with his strict Roukishi training, Chester has taught himself how to keep his eyes open for extended periods without blinking to help complete the charade.

Ability Lvl 1 Strengths:- Allows the user to perfectly play possum - The surprise nature of the attack is enough to catch all but the most cautious opponents off guard - Should an opponent prove hopelessly undefeatable, this technique presents a potential way to end the fight, tricking the opponent into leaving under the believe that the user is dead.

Ability Lvl 1 Weaknesses:- User must be on their back to utilize the technique offensively - The technique can only be held for a short period of time before the decreased air and blood flow become hazardous to the user’s health - There is no guarantee that the opponent will fall for the trick in the first place

Last edited by Chester McDougal on Sat Aug 09, 2014 8:10 am; edited 1 time in total

Chester McDougal wrote:I read in the rules that secondary skills could be sacrificed in order to have more primary skills so I went ahead and did so.

Skill Name:Bane Bane no MiSkill Type: Devil Fruit - ParameciaSkill Information: Consuming the Bane Bane no Mi transforms the consumer into a spring man capable for transforming parts of their body into powerful springs to augment their agility or offensive abilities through creative use of momentum.

Skill Strengths:- Grants the user almost unparalleled agility and jumping ability.- Creative use of springs in strategic locations on the body allows for devastating offense and defense simultaneously. - The stretching power of springs allows the user to engage targets from long range even while unarmed.

Skill Weaknesses:- Users are rendered helpless when submerged in water or exposed to seastone - Should an opponent be able to react to the insane speeds of the Bane Bane no Mi, the user can easily fall prey to massively damaging counterattacks. - As a Neutral Type fruit, the user possesses and offensive disadvantage against the Fire Element and a defensive disadvantage against the Darkness Element

Ability Lvl 1 Strengths:- Allows the user to briefly move faster than the eye of a normal person can see (+20 Speed)- Can be combined with offensive techniques to take full advantage of the power of momentum- Allows user to reach extreme heights and escape danger in the blink of an eye

Ability Lvl 1 Weaknesses:- The speed boost is limited to a singular, linear movement - Requires a solid structure to push off from at activation- Great danger of counterstrike damage should the opponent manage to use the user’s momentum against them (-20 Endurance)

Ability Lvl 1 Strengths:- Very hard hitting technique with an awkward tempo that makes it difficult to counter- Can extend to a maximum distance of 25 meters to strike opponents outside of normal melee range- Should the attack be evaded, it can immediately be followed up by grabbing onto a solid surface and pulling the user’s body into the opponent rather than allow the hand to retract

Ability Lvl 1 Weaknesses:- Ineffective against heavily armored targets - Leaving the user’s arm extended increases the risk of it being grabbed and countered or otherwise injured in come fashion- Difficult to implement as part of an extended combo

How heavy does that armor have to be? What are these levels?

Punch wrote:Ability Lvl 1 Name: Mattress Ability Lvl 1 Type: Defensive/Counter Close Range (0-5 meters)Ability Lvl 1 Cooldown: 4 PostsAbility Lvl 1 Description: By launching their pectoral and abdominal muscles forward on springs at the moment of impact, the user is able to fully absorb the kinetic force of the opponent’s attack and send it right back at them.

Ability Lvl 1 Strengths:- Combines offense and defense- Powerful counter technique combining the strength of the user’s springs with that of an opponent’s strike- No visible warning or tells prior to activation

Ability Lvl 1 Weaknesses:- Only effective against blunt force attacks- Only effective against single blows - User must be facing the attack head on in order to execute the technique

I guess I can let it slide... Or bounce.

Puns wrote:Ability Lvl 1 Name: Slinkie StormAbility Lvl 1 Type: Offensive Close/Medium Range (0-20 meters)Ability Lvl 1 Cooldown: 3 PostsAbility Lvl 1 Description: When cornered, the user creates springs on their wrists and forearms before launching a rapid fire series of punches against the opponent, the springs causing their fists to bounce back and forth between the wall and the opponent

Ability Lvl 1 Strengths:- Multiple strikes of increasing power as momentum continues to build with each rebound. - Attack can be continued without any stamina constraints assuming the opponent and wall remain stationary - Added benefit of surprise as it is launched when the user is seemingly cornered and helpless

Ability Lvl 1 Weaknesses:- Required a solid surface in order to be used- Can be stopped by simply backing off from the user- User must remain stationary

Ability Lvl 1 Weaknesses:- Increasing speed puts user in danger of damaging counter attacks (-5 Endurance each post charging) - Increasing speed can quickly make it difficult for the user to tell what is happening around them (-5 Reflex each post charging) - Requires surfaces to bounce off of

Might want to bump the cooldown to 5, just because this hits hard.

HARD wrote:Ability Lvl 1 Name: Spring Break Ability Lvl 1 Type:Offensive Close/Medium Range (0-10 meters)Ability Lvl 1 Cooldown:4 PostsAbility Lvl 1 Description:Pulling both his arms into chamber, the user transforms their hands and forearms into super compressed springs using the Bane Bane no Mi before thrusting forward with both utilized an augmented version of the Shigan

Ability Lvl 1 Strengths:- The blow strikes with tremendous penetrative force akin to a drill, breaking through armor or equipment - Attacking with both arms at once makes the technique extremely difficult to block outright - Using the Bane Bane no Mi, the technique is equally effective at close or medium ranges

Ability Lvl 1 Weaknesses:- Using the technique places a great deal of stress on the user’s arms (-5 Endurance for 1 post)- User must remain stationary to utilize the technique - The obvious transformation of the user’s forearms serve as a potential warning to experienced and observant opponents

How heavy of armor can this break?

Cape Stun wrote:Ability Lvl 1 Name: Spring FlingAbility Lvl 1 Type:Status/Offensive Close/Medium Range (0-10 meters)Ability Lvl 1 Cooldown:3 Posts Ability Lvl 1 Description:While playing dead, the user secretly transforms their heart, pectoral and lungs into super compressed springs to temporarily mask signs of breathing or a pulse until the opponent drops their guard, at which point the left pectoral is cartoonishly launched from the user’s chest with great force into the opponent’s face. Combined with his strict Roukishi training, Chester has taught himself how to keep his eyes open for extended periods without blinking to help complete the charade.

Ability Lvl 1 Strengths:- Allows the user to perfectly play possum - The surprise nature of the attack is enough to catch all but the most cautious opponents off guard - Should an opponent prove hopelessly undefeatable, this technique presents a potential way to end the fight, tricking the opponent into leaving under the believe that the user is dead.

Ability Lvl 1 Weaknesses:- User must be on their back to utilize the technique offensively - The technique can only be held for a short period of time before the decreased air and blood flow become hazardous to the user’s health - There is no guarantee that the opponent will fall for the trick in the first place